summaryrefslogtreecommitdiff
path: root/src/being.h
blob: 8d945b76a19ed677994d3441c12ed25969b176c9 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
/*
 *  The Mana World
 *  Copyright 2004 The Mana World Development Team
 *
 *  This file is part of The Mana World.
 *
 *  The Mana World is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation; either version 2 of the License, or
 *  any later version.
 *
 *  The Mana World is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with The Mana World; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *
 *  $Id$
 */

#ifndef _TMW_BEING_H
#define _TMW_BEING_H

#include <list>
#include <string>

#define NR_HAIR_STYLES 5
#define NR_HAIR_COLORS 10

class Map;
class Graphics;

struct PATH_NODE {
    /**
     * Constructor.
     */
    PATH_NODE(unsigned short x, unsigned short y);

    unsigned short x, y;
};

class Being
{
    public:
        enum Type {
            UNKNOWN,
            PLAYER,
            NPC,
            MONSTER
        };

        enum Action {
            STAND        =  0,
            WALK         =  1,
            ATTACK       =  5,
            BOW_ATTACK   =  9,
            MONSTER_DEAD =  9,
            SIT          = 13,
            HIT          = 14,
            DEAD         = 15,
        };

        enum Direction {
            DIR_NONE  = -1,
            SOUTH     =  0,
            SW        =  1,
            WEST      =  2,
            NW        =  3,
            NORTH     =  4,
            NE        =  5,
            EAST      =  6,
            SE        =  7,
        };

        unsigned short job;           /**< Job (player job, npc, monster, ) */
        unsigned short x, y;          /**< Tile coordinates */
        unsigned char direction;      /**< Facing direction */
        unsigned char action;
        unsigned char frame;
        int speech_color;
        unsigned short walk_time;
        unsigned short speed;
        unsigned char emotion;        /**< Currently showing emotion */
        unsigned char emotion_time;   /**< Time until emotion disappears */
        unsigned int text_x, text_y;  // temp solution to fix speech position

        char name[24];                /**< Name of character */
        unsigned short aspd;          /**< Attack speed */

        /**
         * Constructor.
         */
        Being();

        /**
         * Destructor.
         */
        ~Being();

        /**
         * Removes all path nodes from this being.
         */
        void clearPath();

        /**
         * Sets a new destination for this being to walk to.
         */
        void setDestination(int destX, int destY);

        /**
         * Puts a "speech balloon" above this being for the specified amount
         * of time.
         *
         * @param text The text that should appear.
         * @param time The amount of time the text should stay in milliseconds.
         */
        void setSpeech(const std::string &text, int time);

        /**
         * Puts a damage bubble above this being for the specified amount
         * of time.
         *
         * @param text The text that should appear.
         * @param time The amount of time the text should stay in milliseconds.
         */
        void setDamage(const std::string &text, int time);

        /**
         * Sets the name for the being
         *
         * @param text The name that should appear.
         */
        void setName(char *name);

        /**
         * Sets the hair color for this being.
         */
        void setHairColor(int color);

        /**
         * Sets the hair style for this being.
         */
        void setHairStyle(int style);

        /**
         * Gets the hair color for this being.
         */
        unsigned short getHairColor();

        /**
         * Gets the hair style for this being.
         */
        unsigned short getHairStyle();

        /**
         * Makes this being take the next step of his path.
         */
        void nextStep();

        /**
         * Performs being logic.
         */
        void logic();

        /**
         * Draws the speech text above the being.
         */
        void drawSpeech(Graphics *graphics);

        /**
         * Returns the type of the being.
         */
        Type getType();

        // ACCES METHODS

        /**
         * get the weapon picture id.
         */
        unsigned short getWeapon() {return m_weapon;}

        /**
         * get the sprite id.
         */
        unsigned int getId() {return m_id;}

        // MODIFICATION METHODS

        /**
         * set the weapon picture id.
         *
         * @param weapon : the picture id
         */
        void setWeapon(unsigned short weapon);

        /**
         * set the weapon picture id with the weapon id.
         *
         * @param weapon : the weapon id
         */
        void setWeaponById(unsigned short weapon);

        /**
         * set the sprite id.
         */
        void setId(unsigned int id);

        /**
         * Set the map the being is on
         */
        void setMap(Map *map);

    private:
        unsigned short m_weapon;
        unsigned int m_id;              /**< Unique id */
        Map *map;

        std::list<PATH_NODE> path;
        std::string speech;
        std::string damage;
        unsigned short hairStyle, hairColor;
        unsigned int speech_time;
        unsigned int damage_time;
        bool showSpeech, showDamage;

        /**
         * Sets the new path for this being.
         */
        void setPath(std::list<PATH_NODE> path);
};

/** Add a Being to the list */
void add_node(Being *being);

/** Return a specific id Being */
Being *findNode(unsigned int id);

/** Return a being at specific coordinates */
Being *findNode(unsigned short x, unsigned short y);

/** Return a being at specific coordinates with specific type*/
Being *findNode(unsigned short x, unsigned short y, Being::Type type);

/** Remove a Being */
void remove_node(unsigned int id);

/** Find a NPC id based on its coordinates */
unsigned int findNpc(unsigned short x, unsigned short y);

/** Find a PLAYER id based on its coordinates */
unsigned int findPlayer(unsigned short x, unsigned short y);

/** Find a MONSTER id based on its coordinates */
unsigned int findMonster(unsigned short x, unsigned short y);

/** Sort beings in vertical order */
void sort();

extern Being *player_node;

extern std::list<Being*> beings;

#endif